Service
One codebase, three platforms
iOS, Android and desktop from the same code. For the cases where an app makes sense, and honestly, when it doesn't.
In a nutshell
I build apps for iOS, Android and desktop from a shared codebase, with Capacitor and Tauri. That costs roughly half of two separately developed native apps and covers almost everything except 3D, games and heavy on-device processing. The price depends on platforms, device features, and whether a web application already exists as a base. Two of my own apps run in production, and the approach grew out of them.
Most app projects don't fail on the technology, they fail on the question that comes before it. Namely, whether an app is even needed. I ask that question in the first conversation, and in about half the cases the answer is no. A good mobile website is faster to launch, costs less, and skips the store review entirely.
When the answer is yes, it's usually for one of these reasons: users open it daily or weekly, it needs push notifications, it has to work offline, or the camera and other device features are central to what it does.
How I build
From one codebase for all platforms. The core is web technology, with native bridges for the things that make an app an app: camera, haptics, push, sign-in via Apple, Google or Facebook, payments. For iOS and Android I use Capacitor, for desktop applications Tauri.
That's a deliberate choice, not a fallback. Two separately developed native apps mean two builds, two test cycles, and two permanent construction sites for every change. For business and internal-tool applications, the difference in outcome rarely justifies that overhead. Where it does, for 3D, games, or heavy on-device processing, I'll tell you that instead of selling you my toolset.
A side effect that matters more in daily life than you'd expect: content and functional changes in the web core reach every device immediately, without a new store release and without users having to install an update. Only changes to the native parts need to go through the store.
Two of my own apps as proof
events is a planner for parties and club events. The app exists for iOS and Android, built with Capacitor on a Laravel backend, with a camera for photos, sign-in via Google and Apple, payments via Stripe, and haptic feedback. Guests can RSVP, keep a what-to-bring list, and organize carpools without registering.
zeit is time tracking and invoicing for freelancers, with a Tauri-based desktop application and an iOS companion. Both run in production, with real users and regular releases.
These two projects are the reason I offer app development at all. I didn't build them to show off as a portfolio piece, I built them because I needed the tools myself. Everything learned along the way, about store processes, certificates, push services, and the quirks of both platforms, goes straight into every client project.
The process and what it costs
After the first conversation, we set the scope: which platforms, which features in version one, which come later. Then a clickable prototype on a real device, because a lot feels different on a phone than in a mockup on a big screen. After that, development in two-week increments with builds you can install and try yourself.
A number without a conversation would be a guess. It gets noticeably cheaper in every case when a web application already exists as a base, because the core is already in place. If you're just starting out, that's often exactly the right path: build the web application first, running in the browser, to prove the concept holds up. The app comes after, on the same foundation.
How it works
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Do you even need an app
The honest first question. A good mobile website solves a lot of this better, faster and without store approval. If that's your case, I'll say so.
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Platforms and scope
iOS, Android, desktop, or a subset. Which device features are needed: camera, push, offline, login.
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Prototype
A clickable flow on a real device before development starts. A lot feels different on a phone than in a mockup.
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Development
A web core plus native bridges for camera, haptics, push and sign-in. A build to try out every two weeks.
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Store preparation
App icons, screenshots, descriptions, privacy declarations, TestFlight and an internal test track. The paperwork that tends to delay projects.
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Operation and updates
New versions, store submissions, monitoring. Some changes go live without a new store release.
Checklist
Frequently asked questions
What does an app cost?
That depends on three things: which platforms, which device features, and whether a web application already exists as a base. With an existing base it gets noticeably cheaper. You'll get the price in writing after the first conversation, as a fixed price, by effort, or as a retainer, whichever fits the project. On top come running costs: 99 euros a year for the Apple developer account, a one-time 25 dollars for Google, plus hosting for the backend.
Native app or cross-platform?
I build cross-platform, with a web core and native bridges for device features. That roughly halves the cost compared to two separately developed native apps and is the pragmatic route for business and internal-tool apps. For 3D, games or heavy on-device processing, native is the better choice, and I'll say so.
Do I even need an app?
Often not. If users only need your application a few times a year, the mobile website wins: no download, no store approval, no updates nobody installs. An app pays off with regular use, push notifications, offline operation, and when device features like the camera are central.
How long until it's in the store?
How fast it goes depends almost entirely on how quickly accounts, certificates, privacy declarations and screenshots come together, not on the store review itself. Apple and Google both review fairly fast, it's the paperwork before that eats the time.
Who owns the store accounts?
You do. Developer accounts run under your company, and I work in them as an invited developer. When our collaboration ends, the app stays exactly where it belongs.
Can you take over an existing app?
If it's built on a web stack, usually yes. For pure native Swift or Kotlin code, I'm not the right person, and I'd rather refer you elsewhere than try anyway.
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Last updated: August 26, 2026